Samurai Shodown 64 - Arcade - Hanzo FAQ (e)



Subject: SS64 Hanzo FAQ ver 1.2
From: Alan Tan 
Date: Sun, 18 Jan 1998 19:16:10 +0700
Newsgroups: rec.games.video.arcade

Hi below is my final version of my miniFAQ. Can somebody pls save it
somewhere. I've included everything I found out from my Jap friends,
even the throw breaks :(

This will be my final version as I find it quite disturbing tha people
like SavageChua will be reading this. I HATE this kind of people who
post things like "I know BUT I'm not telling" while he comes here and
read all our discussions. That is one of the reasons I'm posting the
throw breaks so people can break his Hanzo throws.


Hanzo mini FAQ ver 1.2

          by Alan Tan
          email:anntlh@pacific.net.sg


          
This FAQ will list the main moves and some of the multiparts which I
know of. I would like to thank two very nice Japanese, Daxing, who
provided me with the multiparts and Sekuin for his throw breaks. There
will be a little discussion for vs combat. any useful feedback is
welcomed esp VS combat and mistakes in FAQ. 
NOTE: I've tried to give all the info as accurately as possible but I
did not proof read it. If any move did not work after trying for like 10
times, pls email me. I might have made a mistake.

What's new in ver 1.2
added Multipart for low reversal and throw breaks which will be in
brackets beside the throw.


Moves:
I'll be using numbers for direction with 6 being forward and 4 back, 2
down and so on. The moves are not complete but I will definately mention
moves that are more useful and special.

common moves(bust and slash)
6A+B: mid move, short range, float on hit, very very useful

6B: mid move, short range, float on MC (major counter)

(22B or 2D,B),B: low kick followed by high kick

33: low dash in

A+B: strong slash, mid, good damage, slow recovery

A,A,A,9C: punch(high),punch(high),punch(mid), throw. The throw is NOT a
combo.

A,A,B: a true combo (high)

A,A,A,special. note you MUST be very FAST in doing your special.

B: high kick, can be cancelled into specials. This is the only move I
find which can be cancelled. Is there any other ones??

2A: quick punch(low) safe and irritating

2B: low kick. quite safe but if opponent is good he can counter (refer
to counter in vs section)

(3B or 3D,B),2A+B : mid slash,low slash. Useful but recovery slow.

6A or 3D,A: mid hit. quite fast. stumbles crouchers allowing you to move
in and low throw.

2D,A,A: two low attacks after dodge

9B: useful attack on ground opponent



SLASH

214C: bomb implant (mid) very very very nice move. NOTE the opponent is
vulnerable when bomb explodes. There he cannot guard esp against the
itten(one shot kill). or you can do the 63214A as followup.

641236 A or B: teleport move, useful after a hit 214C as if you time it
properly, you can be very close to the exploding opponent :)

214 A, exploding flame. can combo special after it

63214 AorB, Heaven or Earth Slash. if opponent hit you during the
animation, a block of wood appears and opponent is staggered allowing
for a confirm hit.

22B+C, invisibility. Drains stamina continuously. Very dangerous. To
reappear either get hit or block an attack or 22B+C (requires stamina)
very useful with the teleportation move and during RAGE (ABC when power
meter full)

236A: shuriken

Power up special
236AB: combo it into float.

Float combos: 
A,AB,9B
A,236AB(special)
A,B,B,236AB or 214C(requires you to move forward between moves)
A,214C


BUST

421 AorBorCorD: teleport

641236 AorB: teleport

22A: teleport

236A: shuriken, dangerous when powerup, allowing for up to 3 continuous
hit. If near wall, opponent will not move back after hit, after two
hits, Jump B, special. Huge damage.

4B+C: high reversal. Can follow ANY throw. Just key in command.

1B+C: mid reversal. Can follow ANY throw

2B+C: low reversal
          follow: BC,A,D -> BC,A,D -> ABC,B,BCD,C -> A,C,B,D,AB,CD,ABCD
(D to break) (it works. two bone breaks, one stab followed by the
spinning piledriver)

623C (A to break): spinning throw. Can be done in the air(unconfirmed)

63214C (C to break): flip throw
          follow: AB,CD,BC (D to break)
          or follow: D,C,B,A (C to break) -> ABCD,CD,AB

41236C(B to break): bone breaks
          follow: A,B,C,D (B to break)-> AD,BC,ABCD (head stomp)
          or follow: B,C,BC (A to break) -> A,C,B,D,BC (knife slash) 

66C: throw can follow with ground throw

9C: Headbreaker. hits crouchers

1C (B to break): ground throw 

3C (A to break): ground throw
          follow: ABCD,CD,AB

623AB: powerup special. can move a LITTLE then ground throw after
successful hit.

Float combos:
A,AB,6D(dash),ground throw (DAMAGING)

normal combos:
when powerup...
236A(multi shuriken),JB,Special



VS combat

dodging:
3D is useful in close combat esp after a opponent block your move. when
opponent jumps towards you, DODGE.
4D allows you to block even when retreating.
6(hold)+D to run


General combos:
JB (jump B), any throw
JAB, 6A+B, float combo


Counters:
after you block something, you can IMMIDIATELY execute a special but you
must be fast.For hanzo bust, his shuriken when powerup is a VERY
effective counter.